Category Archives: roleplay games

Future card games and update

Future card games

dancing

So about 10 days passed since I released my card game PSCD. It was my first card game, and as you can imagine I was unsure about the results. If I compare it to my latest game, the RPG Seasons Of The Wolf, I can see that PSCD revenues are about 3 times less.

But it’s NOT bad as it sounds! First of all, SOTW was based on an existing world, so many players who liked Loren could potentially like that one as well (especially since I now I am implementing a “VN Mode” for it as well!) and was a RPG. It was also $25 vs $20.

Regarding PSCD, since it has also a story, and many of my players buy the games for the story, I won’t have any real data until the game is on Steam where a bigger audience will judge it (even those who aren’t much into stories but like more the gameplay). It will probably be around March.

Anyway I was saying that even if the sales ratio remains the same, I need to take into account a very important thing: time/money spent. As for money I spent a bit more on PSCD than SOTW (but not by much) but regarding time…! I spent 10 months coding SOTW back in 2014, while I spent 3 months (and not even all of them full time since I was following other projects) doing PSCD.

So this means that even if PSCD keeps selling at 1/3 of SOTW, it will still be a better ROI for me 🙂 Yes because as you can imagine is better for me to work 3 months on something, than 10 months.

This means that I will probably be doing more card games, besides the already planned Undead Lily. As always I’ll use the same base engine, but probably modify the rules a bit, since I like to experiment every new game I make.

C14 Dating update

Now to the best news of this week: it looks like that C14 Dating might be out very soon! I don’t want to say any date yet, but really I think maximum next month the beta should start. The final release depends on the beta as always but since it’s not a complex-gameplay game, it shouldn’t take long. Currently the coder is finishing/testing the various minigames like the one below:

c14minigame

Queen Of Thieves update

Progress on Queen Of Thieves have been made this week as well: all the otome CG images are done, and I almost finished coding the last part of the robbery mini game. While there’s still some writing left (and probably some more art/adjustment needed), even this game looks like could be ready for this Summer 🙂

otomeromances

Queen Of Thieves gameplay update

As you SHOULD know, I just released my game PSCD. My new year resolution was to release one game this year! Yay I made it! 😀

Haha jokes apart it was because in 2015 I didn’t manage to release anything. But of course, I knew that PSCD was out soon, since it was basically already finished in December (I had to wait to get some voices and an update of Ren’Py to make it run correctly under Windows 10 fullscreen).

So now what I’ve finished it, what I am doing? While I have several projects in progress, I mainly resumed working on Queen Of Thieves, since it’s the game in which I’m more involved right now (because I’m coding it myself).

Queen Of Thieves gameplay update

First of all, a short summary: I had already finished the “catacombs exploration” (optional) part, the first draft of all the romances is done, and a good amount of the romance CG is done already. Clearly we’re at good points.

I decided to work on the robbery part, the infiltration into the houses/mansions to steal money. I made an interface on the right so you always have all the info you need about your current target:

newrobbery

The encounters level influences the enemy stats (it’s a bit randomized of course), while defenses also influence the enemy party composition (higher defense = more enemies) and how often you’ll randomly encounter guards, watch dogs, etc.

The rooms explored is a good way to know if you missed any place in the house (some are quite big, with 10 rooms). Finally the gold gives you an estimate of the maximum amount (the sisters cannot know the exact amount, only make a guess) of gold available, and how much they’ve robbed already.

I’m testing the system and seems to work well 🙂 I also made a new addition, this time to the battle itself. Behold: hit or miss ratio!

hitormiss

People who follow me carefully might remember some posts in forums, in which I was furious against hit percentage, and how in a certain AAA game I had 72% hit chance and I missed six times in a row, forcing me to ragequit it 😀

I still think that’s a bad system. My idea, is obviously better 😉 Read on.

The main issue with hit or miss, is that if you hit you do X damage, if you miss, you do zero. That’s a difference too big. So in my game, if you miss you’ll do HALF of the normal damage. Since the numbers in this game are much more smaller than Loren or SOTW, in the screenshot above means that instead of 8dmg, if I miss will do 4dmg. Clearly less, but not so less that makes you want to quit playing!

This way I also found an use of the characters critical hit stat. Before damage was determined by attack multiplied by critical hit divided by target defense. Now, it’s still calculated like that, but the hit percentage is influenced by the critical hit stat.

Last minute update: I am thinking to change slightly the formula, as illustrated in this forum post: http://winterwolves.net/viewtopic.php?f=32&t=3672&p=36507#p36504

Might sound a bit confusing right now but when you’ll play the game, will make sense. I tested it already and even with enemies with high avoidance (like the vampire bat of the screenshot above) they don’t ruin the game at all, they add more strategy. For example, magic attacks (like Joanne magic bolt) never miss the target. So even if she does less damage than the other two sisters, she will always do that amount of damage.

That’s enough technical stuff for now! About the story and romance CG, I’m proud to announce that all the yuri romance CG have been finished. Below you see a sneak peek!

yuriromances

Changing your mind

Before I explain, let’s start with some famous quotes:

“The measure of intelligence is the ability to change.” – Albert Einstein
Those who cannot change their minds cannot change anything.” – George Bernard Shaw

I agree with them completely, and this applies to game development as well. What I am referring to, exactly?

The “indie freedom”

You probably hear  around the net the story that indies means independent, so are free to do what they want. Well, yes as indie you’re free to do any game you want. However if you want to survive doing commercial games, you CAN’T do what you want 😉

I don’t mean that you need to do what some “developers” do, that is looking at the top selling games and cloning them (also because very often this system doesn’t work at all). But I mean listening to your customers’ feedback, and analyzing sales to understand what people want, and not just what maybe a “vocal minority” says.

For example after the past year I clearly understood that what made people love Loren wasn’t the RPG part, but the story/romances. I understood that while SOTW was my best RPG, it wasn’t my best game (or at least the most popular). And so on.

Changing your mind means changing direction, and create the future games adapting to the market and what (the majority of) people want. Obviously, you can also just follow your personal interest and do niche products, as long as they provide enough income to support you (sadly with SOTW wouldn’t have been the case).

Prototyping and testing

This is not really new, but worth repeating for the few people who don’t know about it: an essential process of developing a game is brainstorming, testing the ideas and keep the good ones (at least the one you think are good of course).

For example, I’ve recently resumed coding Queen Of Thieves, in particular the “robbery missions”.

timelimitAs you can see in the screenshot above, I thought to use a very common stealth mechanic: each action would generate noise (even if in the game Joanne will use her magic to reduce it) and so it could increase by triggering traps, or fighting (guards, watchdogs, etc).

The only way to reduce it was to hide and wait, using time. Finally, you would have a certain amount of time to complete the robbery, before morning arrives.

The idea seemed fine: but when I asked for feedback in forums, I had the first doubts. People complained saying that it could lead to a luck-based gameplay, and as a consequence not really funny. I thought that since the mission are randomly generated, it wasn’t a big deal, but decided to make a few tests myself, and I discovered that indeed was a bad idea!

First because of what people said (good/bad luck would have too much weight) and also because the size / amount of rooms of those building won’t be really big. So the “hide and wait” mechanic was also a bit pointless if you could explore the buildings in 10-12 moves 😀

The result is that I’ve immediately discarded the idea, without even needing to do any public testing. Yes, I’ve changed my mind!

Making “tough business choices”

Somewhat related to the first point, I also realized in the course of the last two years, about certain choices that had to be done, despite I wasn’t really happy about it. The first one was to reduce the amount of complexity in games, a bit because they weren’t helping sales, but also because I was getting burned out while working on them.

It’s better to release a few more simpler games, than none at all for a year (like past year!). Also, even if you like a particular genre, but it’s hard to make and there’s the risk of getting you burned out, you need to take that into account. That’s why I’ve decided to keep making RPGs, but not so often as in the past.

Another “tough choice” I had to make was to treat people professionally and expect the same in exchange. If someone suddenly stopped responding, or delayed too much a project, in the past was chasing them, trying to understand what was going on, trying to motivate them, etc.

Thinking about it, I was a bit of a fool, and wasted of my own time. If someone that’s being paid to do something behaves that way, it’s his/her problem and not mine. This also led me to do some “selection process”, so the people I’m working with now are much more professional than what was happening in the past, and as a consequence more reliable 🙂

The Queen Of Thieves – Lord Raul Capello

raul
And now, the last character introduction for Queen Of Thieves. If you thought that Tomas Jingoli was bad, read Lord Raul’s profile…

Lord Raul Capello, ‘The Tyrant of Ahkra’

Raul is the latest head of the powerful and wealthy Capello family. They have ruled the city of Ahkra and the surrounding country for nearly twenty generations. As the next heir, Raul was raised to be merciless in the execution of his responsibilities and to brook no compromise with any of his opponents. He had maintain the pre-eminence of the Capello family at all times even if it meant trampling over the innocent. Any costs was worth protecting the strength of the family and, by extension, the country itself. Raul took to these lessons easily and quickly gained a reputation for being ruthless even by his family’s standards.

When he took over the running of the country, he quickly started stamping down on any perceived rebellion whether real or imagined. To maintain his armies, he increased taxes and began hoarding the money to pay for the many ‘projects’ which he believed would ensure that his country would be forever the strongest and most prosperous of all. While he was bringing in all this money, he was sure to send some of it to the nobility to keep them on side as he knew upsetting them could destroy his rule. This led to the poor complaining that only they were suffering from his taxes but he ignored their please. They did not understand he was ensuring their future prosperity and only cared about themselves.

In person, Raul comes across as a rather charming albeit intense person. He is utterly convinced that his actions are correct even if he can see they are hurting others. There has only been one person he has truly loved in his life and that person broke his heart by rejecting him. He has remained single ever since, apparently uninterested in finding himself a wife. The lord claims finding a woman would distract him too much from his grand work but others suspect he might have something, or someone, else that is distracting him from the important task of creating an heir.

PSCD update, and card games vs RPGs

credits
One of the many changes: showing the enemy bounty value directly on the battle screen

So even this week I did yet-another-insanely-big update to PSCD. Seriously the changelog is pages-long!! 😀

I must confess that it’s a sort of deja-vù, it brought me back memories of last year when was going insane with SOTW. But in reality, it’s not that bad. The “self-contained” nature of the card games makes it a bit easier.

Don’t get me wrong, the PSCD system is really complex, for sure the most complex framework/engine ever made for my games (and I dare to say of all Ren’Py games, since I’m the only one using it to make unconventional games! lol).

But if I compare it to a RPG, I don’t need to worry about several things:

– characters level up. I added an upgrading system on my cards, but is only 3 levels.
– skill balancing. Each card has an ability, but it’s fixed. Compare it with a RPG, in which the party skills can change based on players choices or skills will unlock with certain prerequisites!
– inventory/items. Doesn’t matter if you have a RPG with 10 inventory slots, or just 3. Still, players can swap the items and lead to different results & combos.

I’ll stop here but you understand what I mean. Doing a card game is easier than a RPG (luckily!). I’m working hard to meet the January deadline, but I think in the next weeks I’ll slow down, since I feel a bit burned out, and I don’t want that to happen again (it happened after SOTW last year and early this year).

achievements

In the last 2 days for example I coded all the romance CGs, achievements, gallery screen and jealousy scenes, and tested them all. It was relaxing and fun, because the jealousy scenes of this game are awesome. Here’s a screenshot:

boyfriendsHaha I love their grumpy/angry faces! and Alex’s shocked one… 😀
(also, what is Rigel going to do with that big pipe wrench? watch out, Alex!)

The Queen Of Thieves – Tomas Jingoli

tomasjingoliThis week is the turn of another secondary character, one of the “bad guys” (very very bad!), General Tomas Jingoli (I foresee an interesting boss fight with him in the game).

General Tomas Jingoli, the ‘Kin Killer’

Born the bastard son of one of the noble families of Ahkra, Tomas was cast out as an embarrassment along with his servant mother. He was raised a peasant well aware of his noble origins and how they had spurned him. It made him angry and that rage simmered within him for all of his young life. Leaving home as an adult, he joined a mercenary company passing through the city and left to fight across the world in more battles than he could count.

He returned many years later to find his father’s family out of favour with the latest ruler of the country and he saw an opportunity. Entering the castle, he pledged allegiance to Raul and promised that he would cleanse his family of all disloyal members. He failed to mention that he was a bastard son and not an actual son of the Jingoli family, but such facts he deemed unnecessary to what he planned to do.

Entering the estate of his father, Tomas roved through the manor and slew everyone he came across. None could stand against and in the end every member of the household, servant and noble, laid dead at his feet. His display impressed Raul who immediately appointed him as the general of his armies and ordered him to pursue the Queen of Thieves that the Jingoli family had previously failed to stop during her latest robbery.

Tomas is utterly consumed with the hatred and rage that fed him his whole life. Even with the object of his hatred dead, he cannot let go of the anger inside him. Every slight, real and imagined, has to be answered with lethal force and it has led to the point that even his most trusted men live in utter terror of him. Despite that, no one would dare cross him and so, for now, all of Raul’s soldiers are completely obedient to Tomas Jingoli, the Kin Killer.

PSCD update

For those who don’t read the forums or follow me on twitter, I made more updates on PSCD. You can already play several missions/scenes beside the free demo now 🙂

As always the best way to download the demo is from my forums: http://winterwolves.net/viewtopic.php?f=42&t=3745

npcmissions

Besides the main plot missions, I have also added over 16 NPC missions. They’re specific missions with one of the various characters present in the game (including Remi/Alicia), as you can see from the screenshot above.

You’ll get 3 random NPC missions each time, so not all at once like in the image (it was a test I did during development). They’re mostly for the gameplay-fans, though there are also some small scenes in each of them (but really small, not like the team talk ones).

So far everything seems on schedule, the theme song is done (and it’s beautiful, can’t wait to show it to the public) and the video trailer is already being made. Barring unforeseen circumstances, the January 2016 release of the final game seems definitely possible 🙂

After the base game is out, I’ll probably take a break and publish one of the dating sim (very likely C14 Dating!) and then get back to work on the DLC. After that, I’ll resume working on Queen Of Thieves, and other games (depending on their advancement status).

Speaking of C14 Dating… have you seen how beautiful the new CGs are?? no? here’s a sneak preview:

CGs_sneakpeek